/usr/include/BALL/STRUCTURE/triangle.h is in libball1.4-dev 1.4.3~beta1-3.
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// vi: set ts=2:
//
#ifndef BALL_STRUCTURE_TRIANGLE_H
#define BALL_STRUCTURE_TRIANGLE_H
#ifndef BALL_STRUCTURE_GRAPHEDGE_H
# include <BALL/STRUCTURE/graphEdge.h>
#endif
#ifndef BALL_STRUCTURE_GRAPHFACE_H
# include <BALL/STRUCTURE/graphFace.h>
#endif
#ifndef BALL_STRUCTURE_GRAPHVERTEX_H
# include <BALL/STRUCTURE/graphVertex.h>
#endif
namespace BALL
{
class TriangleEdge;
class TrianglePoint;
class TriangulatedSurface;
class TriangulatedSphere;
class TriangulatedSES;
class TriangulatedSAS;
class SESTriangulator;
class SASTriangulator;
/** Generic TriangleEdge Class.
\ingroup Surface
*/
class BALL_EXPORT Triangle
: public GraphTriangle< TrianglePoint,TriangleEdge,Triangle >
{
public:
/** @name Class friends
- class TriangleEdge
- class TrianglePoint
- class TriangulatedSurface
- class TriangulatedSphere
- class TriangulatedSES
- class TriangulatedSAS
- class SESTriangulator
- class SASTriangulator
*/
friend class TriangleEdge;
friend class TrianglePoint;
friend class TriangulatedSurface;
friend class TriangulatedSphere;
friend class TriangulatedSES;
friend class TriangulatedSAS;
friend class SESTriangulator;
friend class SASTriangulator;
BALL_CREATE(Triangle)
/** @name Constructors and Destructors
*/
//@{
/** Default constructor.
This method creates a new Triangle object.
*/
Triangle();
/**
* Detailed constructor.
* Creates a new Triangle object. Its vertices are initialized with
* the passed TrianglePoint instances.
*/
Triangle(TrianglePoint* v1, TrianglePoint* v2, TrianglePoint* v3);
/**
* Detailed constructor.
* Creates a new Triangle object. Its edges are initialized with
* the passed TriangleEdge instances.
* Its vertices are taken from the edges. This requires the edges
* to be properly oriented in a counter clockwise manner.
*/
Triangle(TriangleEdge* e1, TriangleEdge* e2, TriangleEdge* e3, bool flip_normal = false);
/** Copy constructor.
Create a new Triangle object from another.
@param triangle the Triangle object to be copied
@param deep if deep = false, all pointers are set to NULL
(default). Otherwise the new Triangle object is
linked to the neighbours of the old Triangle object.
*/
Triangle(const Triangle& triangle, bool deep = false);
/** Destructor.
Destructs the Triangle object.
*/
virtual ~Triangle();
//@}
/** @name Assignments
*/
//@{
/** Assign from another Triangle.
@param triangle the Triangle object to assign from
@param deep if deep = false, all pointers are set to NULL
(default). Otherwise the Triangle object is linked
to the neighbours of the Triangle object to assign
from
*/
void set(const Triangle& triangle, bool deep = false);
/** Assign from another Triangle.
The Triangle object is linked to the neighbours of the Triangle
object to assign from
@param triangle the Triangle object to assign from
*/
Triangle& operator = (const Triangle& triangle);
//@}
/** @name Accessors
*/
//@{
/** Set one of the three points of the Triangle.
@param i the relative index of the point which should be set.
If i is greater three, an exception is thrown.
@param point a pointer to the new point
*/
void setPoint(Position i, TrianglePoint* point)
throw(Exception::IndexOverflow);
/** Return one of the three points of the Triangle.
@param i the relative index of the point which
should be given back. If i is greater
three, an exception is thrown.
@return TrianglePoint* a pointer to the asked point
*/
TrianglePoint* getPoint(Position i) const
throw(Exception::IndexOverflow);
/** Remove an edge from the Triangle.
The edge is set to NULL.
@param edge the edge to delete
*/
void remove(TriangleEdge* edge);
//@}
/** @name Predicates
*/
//@{
/** Equality operator.
@return <b>true</b>
*/
virtual bool operator == (const Triangle&) const;
/** Inequality operator.
@return <b>false</b>
*/
virtual bool operator != (const Triangle&) const;
/** Similarity operator.
@return <b>true</b>
*/
virtual bool operator *= (const Triangle&) const;
//@}
};
/** @name Storers
*/
//@{
/** Output- Operator
*/
BALL_EXPORT std::ostream& operator << (std::ostream& s, const Triangle& triangle);
//@}
} // namespace BALL
#endif // BALL_STRUCTURE_TRIANGLE_H
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